/* * Copyright (C) 2007-2009 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSRendererHW.h" const float GSRendererHW::SSR_UV_TOLERANCE = 1e-3f; GSRendererHW::GSRendererHW(GSTextureCache* tc) : m_width(default_rt_size.x) , m_height(default_rt_size.y) , m_custom_width(1024) , m_custom_height(1024) , m_reset(false) , m_userhacks_ts_half_bottom(-1) , m_tc(tc) , m_src(nullptr) , m_userhacks_tcoffset(false) , m_userhacks_tcoffset_x(0) , m_userhacks_tcoffset_y(0) , m_channel_shuffle(false) , m_lod(GSVector2i(0,0)) { m_mipmap = theApp.GetConfigI("mipmap_hw"); m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier"); m_large_framebuffer = theApp.GetConfigB("large_framebuffer"); m_accurate_date = theApp.GetConfigI("accurate_date"); if (theApp.GetConfigB("UserHacks")) { m_userhacks_enabled_gs_mem_clear = !theApp.GetConfigB("UserHacks_Disable_Safe_Features"); m_userHacks_enabled_unscale_ptln = !theApp.GetConfigB("UserHacks_Disable_Safe_Features"); m_userhacks_align_sprite_X = theApp.GetConfigB("UserHacks_align_sprite_X"); m_userHacks_merge_sprite = theApp.GetConfigB("UserHacks_merge_pp_sprite"); m_userhacks_ts_half_bottom = theApp.GetConfigI("UserHacks_Half_Bottom_Override"); m_userhacks_round_sprite_offset = theApp.GetConfigI("UserHacks_round_sprite_offset"); m_userHacks_HPO = theApp.GetConfigI("UserHacks_HalfPixelOffset"); m_userhacks_tcoffset_x = theApp.GetConfigI("UserHacks_TCOffsetX") / -1000.0f; m_userhacks_tcoffset_y = theApp.GetConfigI("UserHacks_TCOffsetY") / -1000.0f; m_userhacks_tcoffset = m_userhacks_tcoffset_x < 0.0f || m_userhacks_tcoffset_y < 0.0f; } else { m_userhacks_enabled_gs_mem_clear = true; m_userHacks_enabled_unscale_ptln = true; m_userhacks_align_sprite_X = false; m_userHacks_merge_sprite = false; m_userhacks_ts_half_bottom = -1; m_userhacks_round_sprite_offset = 0; m_userHacks_HPO = 0; } if (!m_upscale_multiplier) { //Custom Resolution m_custom_width = m_width = theApp.GetConfigI("resx"); m_custom_height = m_height = theApp.GetConfigI("resy"); } if (m_upscale_multiplier == 1) { // hacks are only needed for upscaling issues. m_userhacks_round_sprite_offset = 0; m_userhacks_align_sprite_X = false; m_userHacks_merge_sprite = false; } m_dump_root = root_hw; } void GSRendererHW::SetScaling() { if (!m_upscale_multiplier) { CustomResolutionScaling(); return; } GSVector2i crtc_size(GetDisplayRect().width(), GetDisplayRect().height()); // Details of (potential) perf impact of a big framebuffer // 1/ extra memory // 2/ texture cache framebuffer rescaling/copy // 3/ upload of framebuffer (preload hack) // 4/ framebuffer clear (color/depth/stencil) // 5/ read back of the frambuffer // // With the solution // 1/ Nothing to do.Except the texture cache bug (channel shuffle effect) // most of the market is 1GB of VRAM (and soon 2GB) // 2/ limit rescaling/copy to the valid data of the framebuffer // 3/ ??? no solution so far // 4a/ stencil can be limited to valid data. // 4b/ is it useful to clear color? depth? (in any case, it ought to be few operation) // 5/ limit the read to the valid data // Framebuffer width is always a multiple of 64 so at certain cases it can't cover some weird width values. // 480P , 576P use width as 720 which is not referencable by FBW * 64. so it produces 704 ( the closest value multiple by 64). // In such cases, let's just use the CRTC width. int fb_width = std::max({ (int)m_context->FRAME.FBW * 64, crtc_size.x , 512 }); // GS doesn't have a specific register for the FrameBuffer height. so we get the height // from physical units of the display rectangle in case the game uses a heigher value of height. // // Gregory: the framebuffer must have enough room to draw // * at least 2 frames such as FMV (see OI_BlitFMV) // * high resolution game such as snowblind engine game // // Autodetection isn't a good idea because it will create flickering // If memory consumption is an issue, there are 2 possibilities // * 1/ Avoid to create hundreds of RT // * 2/ Use sparse texture (requires recent HW) // // Avoid to alternate between 640x1280 and 1280x1024 on snow blind engine game // int fb_height = (fb_width < 1024) ? 1280 : 1024; // // Until performance issue is properly fixed, let's keep an option to reduce the framebuffer size. int fb_height = m_large_framebuffer ? 1280 : (fb_width < 1024) ? std::max(512, crtc_size.y) : 1024; int upscaled_fb_w = fb_width * m_upscale_multiplier; int upscaled_fb_h = fb_height * m_upscale_multiplier; bool good_rt_size = m_width >= upscaled_fb_w && m_height >= upscaled_fb_h; // No need to resize for native/custom resolutions as default size will be enough for native and we manually get RT Buffer size for custom. // don't resize until the display rectangle and register states are stabilized. if ( m_upscale_multiplier <= 1 || good_rt_size) return; m_tc->RemovePartial(); m_width = upscaled_fb_w; m_height = upscaled_fb_h; printf("Frame buffer size set to %dx%d (%dx%d)\n", fb_width, fb_height , m_width, m_height); } void GSRendererHW::CustomResolutionScaling() { const int crtc_width = GetDisplayRect().width(); const int crtc_height = GetDisplayRect().height(); GSVector2 scaling_ratio; scaling_ratio.x = std::ceil(static_cast(m_custom_width) / crtc_width); scaling_ratio.y = std::ceil(static_cast(m_custom_height) / crtc_height); // Avoid using a scissor value which is too high, developers can even leave the scissor to max (2047) // at some cases when they don't want to limit the rendering size. Our assumption is that developers // set the scissor to the actual data in the buffer. Let's use the scissoring value only at such cases const int scissor_width = std::min(640, static_cast(m_context->SCISSOR.SCAX1 - m_context->SCISSOR.SCAX0) + 1); const int scissor_height = std::min(640, static_cast(m_context->SCISSOR.SCAY1 - m_context->SCISSOR.SCAY0) + 1); GSVector2i scissored_buffer_size; //TODO: SCAX is not used yet, not sure if it's worth considering the horizontal scissor? dunno where it helps yet. // the ICO testcase is there to show that vertical scissor is helpful on the double scan mode games. scissored_buffer_size.x = std::max(crtc_width, scissor_width); scissored_buffer_size.y = std::max(crtc_height, scissor_height); // We also consider for potential scissor sizes which are around // the size of the actual image data stored. (Helps ICO to properly scale to right size by help of the // scissoring values) Display rectangle has a height of 256 but scissor has a height of 512 which seems to // be the real buffer size. Not sure if the width one is needed, need to check it on some random data before enabling it. // int framebuffer_width = static_cast(std::round(scissored_buffer_size.x * scaling_ratio.x)); int framebuffer_height = static_cast(std::round(scissored_buffer_size.y * scaling_ratio.y)); if (m_width >= m_custom_width && m_height >= framebuffer_height) return; m_tc->RemovePartial(); m_width = std::max(m_width, default_rt_size.x); m_height = std::max(framebuffer_height, default_rt_size.y); printf("Frame buffer size set to %dx%d (%dx%d)\n", scissored_buffer_size.x, scissored_buffer_size.y, m_width, m_height); } GSRendererHW::~GSRendererHW() { delete m_tc; } void GSRendererHW::SetGameCRC(uint32 crc, int options) { GSRenderer::SetGameCRC(crc, options); m_hacks.SetGameCRC(m_game); // Code for Automatic Mipmapping. Relies on game CRCs. if (theApp.GetConfigT("mipmap_hw") == HWMipmapLevel::Automatic) { switch (CRC::Lookup(crc).title) { case CRC::AceCombatZero: case CRC::AceCombat4: case CRC::AceCombat5: case CRC::ApeEscape2: case CRC::Barnyard: case CRC::BrianLaraInternationalCricket: case CRC::DarkCloud: case CRC::DestroyAllHumans: case CRC::DestroyAllHumans2: case CRC::FIFA03: case CRC::FIFA04: case CRC::FIFA05: case CRC::HarryPotterATCOS: case CRC::HarryPotterATGOF: case CRC::HarryPotterATHBP: case CRC::HarryPotterATPOA: case CRC::HarryPotterOOTP: case CRC::Jak1: case CRC::Jak3: case CRC::LegacyOfKainDefiance: case CRC::NicktoonsUnite: case CRC::Persona3: case CRC::ProjectSnowblind: case CRC::Quake3Revolution: case CRC::RatchetAndClank: case CRC::RatchetAndClank2: case CRC::RatchetAndClank3: case CRC::RatchetAndClank4: case CRC::RatchetAndClank5: case CRC::RickyPontingInternationalCricket: case CRC::Shox: case CRC::SoulReaver2: case CRC::TheIncredibleHulkUD: case CRC::TombRaiderAnniversary: case CRC::TribesAerialAssault: case CRC::Whiplash: m_mipmap = static_cast(HWMipmapLevel::Basic); break; default: m_mipmap = static_cast(HWMipmapLevel::Off); break; } } } bool GSRendererHW::CanUpscale() { if(m_hacks.m_cu && !(this->*m_hacks.m_cu)()) { return false; } return m_upscale_multiplier!=1 && m_regs->PMODE.EN != 0; // upscale ratio depends on the display size, with no output it may not be set correctly (ps2 logo to game transition) } int GSRendererHW::GetUpscaleMultiplier() { return m_upscale_multiplier; } GSVector2i GSRendererHW::GetCustomResolution() { return GSVector2i(m_custom_width, m_custom_height); } void GSRendererHW::Reset() { // TODO: GSreset can come from the main thread too => crash // m_tc->RemoveAll(); m_reset = true; GSRenderer::Reset(); } void GSRendererHW::VSync(int field) { //Check if the frame buffer width or display width has changed SetScaling(); if(m_reset) { m_tc->RemoveAll(); m_reset = false; } GSRenderer::VSync(field); m_tc->IncAge(); m_tc->PrintMemoryUsage(); m_dev->PrintMemoryUsage(); m_skip = 0; m_skip_offset = 0; } void GSRendererHW::ResetDevice() { m_tc->RemoveAll(); GSRenderer::ResetDevice(); } GSTexture* GSRendererHW::GetOutput(int i, int& y_offset) { const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB; GIFRegTEX0 TEX0; TEX0.TBP0 = DISPFB.Block(); TEX0.TBW = DISPFB.FBW; TEX0.PSM = DISPFB.PSM; // TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM); GSTexture* t = NULL; if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GetFramebufferHeight())) { t = rt->m_texture; int delta = TEX0.TBP0 - rt->m_TEX0.TBP0; if (delta > 0 && DISPFB.FBW != 0) { int pages = delta >> 5u; int y_pages = pages / DISPFB.FBW; y_offset = y_pages * GSLocalMemory::m_psm[DISPFB.PSM].pgs.y; GL_CACHE("Frame y offset %d pixels, unit %d", y_offset, i); } #ifdef ENABLE_OGL_DEBUG if(s_dump) { if(s_savef && s_n >= s_saven) { t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), i, (int)TEX0.TBP0, psm_str(TEX0.PSM))); } } #endif } return t; } GSTexture* GSRendererHW::GetFeedbackOutput() { GIFRegTEX0 TEX0; TEX0.TBP0 = m_regs->EXTBUF.EXBP; TEX0.TBW = m_regs->EXTBUF.EXBW; TEX0.PSM = m_regs->DISP[m_regs->EXTBUF.FBIN & 1].DISPFB.PSM; GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, /*GetFrameRect(i).bottom*/0); GSTexture* t = rt->m_texture; #ifdef ENABLE_OGL_DEBUG if(s_dump && s_savef && s_n >= s_saven) t->Save(m_dump_root + format("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, m_perfmon.GetFrame(), 3, (int)TEX0.TBP0, psm_str(TEX0.PSM))); #endif return t; } void GSRendererHW::Lines2Sprites() { ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS); // each sprite converted to quad needs twice the space while (m_vertex.tail * 2 > m_vertex.maxcount) { GrowVertexBuffer(); } // assume vertices are tightly packed and sequentially indexed (it should be the case) if (m_vertex.next >= 2) { size_t count = m_vertex.next; int i = (int)count * 2 - 4; GSVertex* s = &m_vertex.buff[count - 2]; GSVertex* q = &m_vertex.buff[count * 2 - 4]; uint32* RESTRICT index = &m_index.buff[count * 3 - 6]; for (; i >= 0; i -= 4, s -= 2, q -= 4, index -= 6) { GSVertex v0 = s[0]; GSVertex v1 = s[1]; v0.RGBAQ = v1.RGBAQ; v0.XYZ.Z = v1.XYZ.Z; v0.FOG = v1.FOG; if (PRIM->TME && !PRIM->FST) { GSVector4 st0 = GSVector4::loadl(&v0.ST.u64); GSVector4 st1 = GSVector4::loadl(&v1.ST.u64); GSVector4 Q = GSVector4(v1.RGBAQ.Q, v1.RGBAQ.Q, v1.RGBAQ.Q, v1.RGBAQ.Q); GSVector4 st = st0.upld(st1) / Q; GSVector4::storel(&v0.ST.u64, st); GSVector4::storeh(&v1.ST.u64, st); v0.RGBAQ.Q = 1.0f; v1.RGBAQ.Q = 1.0f; } q[0] = v0; q[3] = v1; // swap x, s, u uint16 x = v0.XYZ.X; v0.XYZ.X = v1.XYZ.X; v1.XYZ.X = x; float s = v0.ST.S; v0.ST.S = v1.ST.S; v1.ST.S = s; uint16 u = v0.U; v0.U = v1.U; v1.U = u; q[1] = v0; q[2] = v1; index[0] = i + 0; index[1] = i + 1; index[2] = i + 2; index[3] = i + 1; index[4] = i + 2; index[5] = i + 3; } m_vertex.head = m_vertex.tail = m_vertex.next = count * 2; m_index.tail = count * 3; } } // Fix the vertex position/tex_coordinate from 16 bits color to 32 bits color void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) { size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; const GIFRegXYOFFSET& o = m_context->XYOFFSET; // vertex position is 8 to 16 pixels, therefore it is the 16-31 bits of the colors int pos = (v[0].XYZ.X - o.OFX) & 0xFF; write_ba = (pos > 112 && pos < 136); // Read texture is 8 to 16 pixels (same as above) float tw = (float)(1u << m_context->TEX0.TW); int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S); tex_pos &= 0xFF; read_ba = (tex_pos > 112 && tex_pos < 144); bool half_bottom = false; switch (m_userhacks_ts_half_bottom) { case 0: // Force Disabled. // Force Disabled will help games such as Xenosaga. // Xenosaga handles the half bottom as an vertex offset instead of a buffer offset which does the effect twice. // Half bottom won't trigger a cache miss that skip the draw because it is still the normal buffer but with a vertices offset. half_bottom = false; break; case 1: // Force Enabled. // Force Enabled will help games such as Superman Shadows of Apokolips, The Lord of the Rings: The Two Towers, // Demon Stone, Midnight Club 3. half_bottom = true; break; case -1: default: // Default, Automatic. // Here's the idea // TS effect is 16 bits but we emulate it on a 32 bits format // Normally this means we need to divide size by 2. // // Some games do two TS effects on each half of the buffer. // This makes a mess for us in the TC because we end up with two targets // when we only want one, thus half screen bug. // // 32bits emulation means we can do the effect once but double the size. // Test cases: Crash Twinsantiy and DBZ BT3 const int height_delta = m_src->m_valid_rect.height() - m_r.height(); // Test Case: NFS: HP2 splits the effect h:256 and h:192 so 64 half_bottom = abs(height_delta) <= 64; break; } if (PRIM->FST) { GL_INS("First vertex is P: %d => %d T: %d => %d", v[0].XYZ.X, v[1].XYZ.X, v[0].U, v[1].U); for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (read_ba) v[i].U -= 128u; else v[i+1].U += 128u; if (!half_bottom){ // Height is too big (2x). int tex_offset = v[i].V & 0xF; GSVector4i offset(o.OFY, tex_offset, o.OFY, tex_offset); GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i + 1].XYZ.Y, v[i + 1].V); tmp = GSVector4i(tmp - offset).srl32(1) + offset; v[i].XYZ.Y = (uint16)tmp.x; v[i].V = (uint16)tmp.y; v[i + 1].XYZ.Y = (uint16)tmp.z; v[i + 1].V = (uint16)tmp.w; } } } else { const float offset_8pix = 8.0f / tw; GL_INS("First vertex is P: %d => %d T: %f => %f (offset %f)", v[0].XYZ.X, v[1].XYZ.X, v[0].ST.S, v[1].ST.S, offset_8pix); for(size_t i = 0; i < count; i += 2) { if (write_ba) v[i].XYZ.X -= 128u; else v[i+1].XYZ.X += 128u; if (read_ba) v[i].ST.S -= offset_8pix; else v[i+1].ST.S += offset_8pix; if (!half_bottom) { // Height is too big (2x). GSVector4i offset(o.OFY, o.OFY); GSVector4i tmp(v[i].XYZ.Y, v[i + 1].XYZ.Y); tmp = GSVector4i(tmp - offset).srl32(1) + offset; //fprintf(stderr, "Before %d, After %d\n", v[i+1].XYZ.Y, tmp.y); v[i].XYZ.Y = (uint16)tmp.x; v[i].ST.T /= 2.0f; v[i + 1].XYZ.Y = (uint16)tmp.y; v[i + 1].ST.T /= 2.0f; } } } // Update vertex trace too. Avoid issue to compute bounding box if (write_ba) m_vt.m_min.p.x -= 8.0f; else m_vt.m_max.p.x += 8.0f; if (!half_bottom) { float delta_Y = m_vt.m_max.p.y - m_vt.m_min.p.y; m_vt.m_max.p.y -= delta_Y / 2.0f; } if (read_ba) m_vt.m_min.t.x -= 8.0f; else m_vt.m_max.t.x += 8.0f; if (!half_bottom) { float delta_T = m_vt.m_max.t.y - m_vt.m_min.t.y; m_vt.m_max.t.y -= delta_T / 2.0f; } } GSVector4 GSRendererHW::RealignTargetTextureCoordinate(const GSTextureCache::Source* tex) { if (m_userHacks_HPO <= 1 || GetUpscaleMultiplier() == 1) return GSVector4(0.0f); GSVertex* v = &m_vertex.buff[0]; const GSVector2& scale = tex->m_texture->GetScale(); bool linear = m_vt.IsRealLinear(); int t_position = v[0].U; GSVector4 half_offset(0.0f); // FIXME Let's start with something wrong same mess on X and Y // FIXME Maybe it will be enough to check linear if (PRIM->FST) { if (m_userHacks_HPO == 3) { if (!linear && t_position == 8) { half_offset.x = 8; half_offset.y = 8; } else if (linear && t_position == 16) { half_offset.x = 16; half_offset.y = 16; } else if (m_vt.m_min.p.x == -0.5f) { half_offset.x = 8; half_offset.y = 8; } } else { if (!linear && t_position == 8) { half_offset.x = 8 - 8 / scale.x; half_offset.y = 8 - 8 / scale.y; } else if (linear && t_position == 16) { half_offset.x = 16 - 16 / scale.x; half_offset.y = 16 - 16 / scale.y; } else if (m_vt.m_min.p.x == -0.5f) { half_offset.x = 8; half_offset.y = 8; } } GL_INS("offset detected %f,%f t_pos %d (linear %d, scale %f)", half_offset.x, half_offset.y, t_position, linear, scale.x); } else if (m_vt.m_eq.q) { float tw = (float)(1 << m_context->TEX0.TW); float th = (float)(1 << m_context->TEX0.TH); float q = v[0].RGBAQ.Q; // Tales of Abyss half_offset.x = 0.5f * q / tw; half_offset.y = 0.5f * q / th; GL_INS("ST offset detected %f,%f (linear %d, scale %f)", half_offset.x, half_offset.y, linear, scale.x); } return half_offset; } GSVector4i GSRendererHW::ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize) { GSVector4 scale = GSVector4(rtscale.x, rtscale.y); GSVector4 offset = GSVector4(-1.0f, 1.0f); // Round value GSVector4 box = m_vt.m_min.p.xyxy(m_vt.m_max.p) + offset.xxyy(); return GSVector4i(box * scale.xyxy()).rintersect(GSVector4i(0, 0, rtsize.x, rtsize.y)); } void GSRendererHW::MergeSprite(GSTextureCache::Source* tex) { // Upscaling hack to avoid various line/grid issues if (m_userHacks_merge_sprite && tex && tex->m_target && (m_vt.m_primclass == GS_SPRITE_CLASS)) { if (PRIM->FST && GSLocalMemory::m_psm[tex->m_TEX0.PSM].fmt < 2 && ((m_vt.m_eq.value & 0xCFFFF) == 0xCFFFF)) { // Ideally the hack ought to be enabled in a true paving mode only. I don't know how to do it accurately // neither in a fast way. So instead let's just take the hypothesis that all sprites must have the same // size. // Tested on Tekken 5. GSVertex* v = &m_vertex.buff[0]; bool is_paving = true; // SSE optimization: shuffle m[1] to have (4*32 bits) X, Y, U, V int first_dpX = v[1].XYZ.X - v[0].XYZ.X; int first_dpU = v[1].U - v[0].U; for (size_t i = 0; i < m_vertex.next; i += 2) { int dpX = v[i + 1].XYZ.X - v[i].XYZ.X; int dpU = v[i + 1].U - v[i].U; if (dpX != first_dpX || dpU != first_dpU) { is_paving = false; break; } } #if 0 GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p; GSVector4 delta_t = m_vt.m_max.t - m_vt.m_min.t; bool is_blit = PrimitiveOverlap() == PRIM_OVERLAP_NO; GL_INS("PP SAMPLER: Dp %f %f Dt %f %f. Is blit %d, is paving %d, count %d", delta_p.x, delta_p.y, delta_t.x, delta_t.y, is_blit, is_paving, m_vertex.tail); #endif if (is_paving) { // Replace all sprite with a single fullscreen sprite. GSVertex* s = &m_vertex.buff[0]; s[0].XYZ.X = static_cast((16.0f * m_vt.m_min.p.x) + m_context->XYOFFSET.OFX); s[1].XYZ.X = static_cast((16.0f * m_vt.m_max.p.x) + m_context->XYOFFSET.OFX); s[0].XYZ.Y = static_cast((16.0f * m_vt.m_min.p.y) + m_context->XYOFFSET.OFY); s[1].XYZ.Y = static_cast((16.0f * m_vt.m_max.p.y) + m_context->XYOFFSET.OFY); s[0].U = static_cast(16.0f * m_vt.m_min.t.x); s[0].V = static_cast(16.0f * m_vt.m_min.t.y); s[1].U = static_cast(16.0f * m_vt.m_max.t.x); s[1].V = static_cast(16.0f * m_vt.m_max.t.y); m_vertex.head = m_vertex.tail = m_vertex.next = 2; m_index.tail = 2; } } } } void GSRendererHW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r) { // printf("[%d] InvalidateVideoMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.DBP, (int)BITBLTBUF.DPSM); m_tc->InvalidateVideoMem(m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM), r); } void GSRendererHW::InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut) { // printf("[%d] InvalidateLocalMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.SBP, (int)BITBLTBUF.SPSM); if(clut) return; // FIXME m_tc->InvalidateLocalMem(m_mem.GetOffset(BITBLTBUF.SBP, BITBLTBUF.SBW, BITBLTBUF.SPSM), r); } uint16 GSRendererHW::Interpolate_UV(float alpha, int t0, int t1) { float t = (1.0f - alpha) * t0 + alpha * t1; return (uint16)t & ~0xF; // cheap rounding } float GSRendererHW::alpha0(int L, int X0, int X1) { int x = (X0 + 15) & ~0xF; // Round up return float(x - X0) / (float)L; } float GSRendererHW::alpha1(int L, int X0, int X1) { int x = (X1 - 1) & ~0xF; // Round down. Note -1 because right pixel isn't included in primitive so 0x100 must return 0. return float(x - X0) / (float)L; } void GSRendererHW::SwSpriteRender() { // Supported drawing attributes ASSERT(PRIM->PRIM == GS_TRIANGLESTRIP || PRIM->PRIM == GS_SPRITE); ASSERT(!PRIM->FGE); // No FOG ASSERT(!PRIM->AA1); // No antialiasing ASSERT(!PRIM->FIX); // Normal fragment value control ASSERT(!m_env.DTHE.DTHE); // No dithering ASSERT(!m_context->TEST.ATE); // No alpha test ASSERT(!m_context->TEST.DATE); // No destination alpha test ASSERT(!m_context->DepthRead() && !m_context->DepthWrite()); // No depth handling ASSERT(!m_context->TEX0.CSM); // No CLUT usage ASSERT(!m_env.PABE.PABE); // No PABE // PSMCT32 pixel format ASSERT(!PRIM->TME || (PRIM->TME && m_context->TEX0.PSM == PSM_PSMCT32)); ASSERT(m_context->FRAME.PSM == PSM_PSMCT32); // No rasterization required ASSERT(PRIM->PRIM == GS_SPRITE || ((PRIM->IIP || m_vt.m_eq.rgba == 0xffff) && m_vt.m_eq.z == 0x1 && (!PRIM->TME || PRIM->FST || m_vt.m_eq.q == 0x1))); // Check Q equality only if texturing enabled and STQ coords used const bool texture_mapping_enabled = PRIM->TME; // Setup registers for SW rendering GIFRegBITBLTBUF bitbltbuf = {}; if (texture_mapping_enabled) { bitbltbuf.SBP = m_context->TEX0.TBP0; bitbltbuf.SBW = m_context->TEX0.TBW; bitbltbuf.SPSM = m_context->TEX0.PSM; } bitbltbuf.DBP = m_context->FRAME.Block(); bitbltbuf.DBW = m_context->FRAME.FBW; bitbltbuf.DPSM = m_context->FRAME.PSM; ASSERT(m_r.x == 0 && m_r.y == 0); // No rendering region offset ASSERT(!PRIM->TME || (abs(m_vt.m_min.t.x) <= SSR_UV_TOLERANCE && abs(m_vt.m_min.t.y) <= SSR_UV_TOLERANCE)); // No input texture offset, if any ASSERT(!PRIM->TME || (abs(m_vt.m_max.t.x - m_r.z) <= SSR_UV_TOLERANCE && abs(m_vt.m_max.t.y - m_r.w) <= SSR_UV_TOLERANCE)); // No input texture min/mag, if any ASSERT(!PRIM->TME || (m_vt.m_max.t.x <= (1 << m_context->TEX0.TW) && m_vt.m_max.t.y <= (1 << m_context->TEX0.TH))); // No texture UV wrap, if any GIFRegTRXPOS trxpos = {}; trxpos.DSAX = 0; trxpos.DSAY = 0; trxpos.SSAX = 0; trxpos.SSAY = 0; GIFRegTRXREG trxreg = {}; trxreg.RRW = m_r.z; trxreg.RRH = m_r.w; // SW rendering code, mainly taken from GSState::Move(), TRXPOS.DIR{X,Y} management excluded int sx = trxpos.SSAX; int sy = trxpos.SSAY; int dx = trxpos.DSAX; int dy = trxpos.DSAY; const int w = trxreg.RRW; const int h = trxreg.RRH; GL_INS("SwSpriteRender: Dest 0x%x W:%d F:%s, size(%d %d)", bitbltbuf.DBP, bitbltbuf.DBW, psm_str(bitbltbuf.DPSM), w, h); if (texture_mapping_enabled) InvalidateLocalMem(bitbltbuf, GSVector4i(sx, sy, sx + w, sy + h)); InvalidateVideoMem(bitbltbuf, GSVector4i(dx, dy, dx + w, dy + h)); GSOffset* RESTRICT spo = texture_mapping_enabled ? m_mem.GetOffset(bitbltbuf.SBP, bitbltbuf.SBW, bitbltbuf.SPSM) : nullptr; GSOffset* RESTRICT dpo = m_mem.GetOffset(bitbltbuf.DBP, bitbltbuf.DBW, bitbltbuf.DPSM); const int* RESTRICT scol = texture_mapping_enabled ? &spo->pixel.col[0][sx] : nullptr; int* RESTRICT dcol = &dpo->pixel.col[0][dx]; const bool alpha_blending_enabled = PRIM->ABE; const GSVertex& v = m_vertex.buff[m_index.buff[m_index.tail - 1]]; // Last vertex. const GSVector4i vc = GSVector4i(v.RGBAQ.R, v.RGBAQ.G, v.RGBAQ.B, v.RGBAQ.A) // 0x000000AA000000BB000000GG000000RR .ps32(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR const GSVector4i a_mask = GSVector4i::xff000000().u8to16(); // 0x00FF00000000000000FF000000000000 const bool fb_mask_enabled = m_context->FRAME.FBMSK != 0x0; const GSVector4i fb_mask = GSVector4i(m_context->FRAME.FBMSK).u8to16(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR const uint8 tex0_tfx = m_context->TEX0.TFX; const uint8 tex0_tcc = m_context->TEX0.TCC; const uint8 alpha_b = m_context->ALPHA.B; const uint8 alpha_c = m_context->ALPHA.C; const uint8 alpha_fix = m_context->ALPHA.FIX; for (int y = 0; y < h; y++, ++sy, ++dy) { const uint32* RESTRICT s = texture_mapping_enabled ? &m_mem.m_vm32[spo->pixel.row[sy]] : nullptr; uint32* RESTRICT d = &m_mem.m_vm32[dpo->pixel.row[dy]]; ASSERT(w % 2 == 0); for (int x = 0; x < w; x += 2) { GSVector4i sc; if (texture_mapping_enabled) { // Read 2 source pixel colors ASSERT((scol[x] + 1) == scol[x + 1]); // Source pixel pair is adjacent in memory sc = GSVector4i::loadl(&s[scol[x]]).u8to16(); // 0x00AA00BB00GG00RR00aa00bb00gg00rr // Apply TFX ASSERT(tex0_tfx == 0 || tex0_tfx == 1); if (tex0_tfx == 0) sc = sc.mul16l(vc).srl16(7).clamp8(); // clamp((sc * vc) >> 7, 0, 255), srl16 is ok because 16 bit values are unsigned if (tex0_tcc == 0) sc = sc.blend(vc, a_mask); } else sc = vc; // No FOG GSVector4i dc0; GSVector4i dc; if (alpha_blending_enabled || fb_mask_enabled) { // Read 2 destination pixel colors ASSERT((dcol[x] + 1) == dcol[x + 1]); // Destination pixel pair is adjacent in memory dc0 = GSVector4i::loadl(&d[dcol[x]]).u8to16(); // 0x00AA00BB00GG00RR00aa00bb00gg00rr } if (alpha_blending_enabled) { // Blending ASSERT(m_context->ALPHA.A == 0); ASSERT(alpha_b == 1 || alpha_b == 2); ASSERT(m_context->ALPHA.D == 1); // Flag C GSVector4i sc_alpha_vec; if (alpha_c == 2) sc_alpha_vec = GSVector4i(alpha_fix).xxxx().ps32(); else sc_alpha_vec = (alpha_c == 0 ? sc : dc0) .yyww() // 0x00AA00BB00AA00BB00aa00bb00aa00bb .srl32(16) // 0x000000AA000000AA000000aa000000aa .ps32() // 0x00AA00AA00aa00aa00AA00AA00aa00aa .xxyy(); // 0x00AA00AA00AA00AA00aa00aa00aa00aa switch (alpha_b) { case 1: dc = sc.sub16(dc0).mul16l(sc_alpha_vec).sra16(7).add16(dc0); // (((Cs - Cd) * C) >> 7) + Cd, must use sra16 due to signed 16 bit values break; default: dc = sc.mul16l(sc_alpha_vec).sra16(7).add16(dc0); // (((Cs - 0) * C) >> 7) + Cd, must use sra16 due to signed 16 bit values break; } // dc alpha channels (dc.u16[3], dc.u16[7]) dirty } else dc = sc; // No dithering // Clamping if (m_env.COLCLAMP.CLAMP) dc = dc.clamp8(); // clamp(dc, 0, 255) else dc = dc.sll16(8).srl16(8); // Mask, lower 8 bits enabled per channel // No Alpha Correction ASSERT(m_context->FBA.FBA == 0); dc = dc.blend(sc, a_mask); // dc alpha channels valid // Frame buffer mask if (fb_mask_enabled) dc = dc.blend(dc0, fb_mask); // Store 2 pixel colors dc = dc.pu16(GSVector4i::zero()); // 0x0000000000000000AABBGGRRaabbggrr ASSERT((dcol[x] + 1) == dcol[x + 1]); // Destination pixel pair is adjacent in memory GSVector4i::storel(&d[dcol[x]], dc); } } } bool GSRendererHW::CanUseSwSpriteRender(bool allow_64x64_sprite) { const bool r_0_0_64_64 = allow_64x64_sprite ? (m_r == GSVector4i(0, 0, 64, 64)).alltrue() : false; if (r_0_0_64_64 && !allow_64x64_sprite) // Rendering region 64x64 support is enabled via parameter return false; const bool r_0_0_16_16 = (m_r == GSVector4i(0, 0, 16, 16)).alltrue(); if (!r_0_0_16_16 && !r_0_0_64_64) // Rendering region is 16x16 or 64x64, without offset return false; if (PRIM->PRIM != GS_SPRITE && ((PRIM->IIP && m_vt.m_eq.rgba != 0xffff) || (PRIM->TME && !PRIM->FST && m_vt.m_eq.q != 0x1) || m_vt.m_eq.z != 0x1)) // No rasterization return false; if (m_vt.m_primclass != GS_TRIANGLE_CLASS && m_vt.m_primclass != GS_SPRITE_CLASS) // Triangle or sprite class prims return false; if (PRIM->PRIM != GS_TRIANGLESTRIP && PRIM->PRIM != GS_SPRITE) // Triangle strip or sprite draw return false; if (m_vt.m_primclass == GS_TRIANGLE_CLASS && (PRIM->PRIM != GS_TRIANGLESTRIP || m_vertex.tail != 4)) // If triangle class, strip draw with 4 vertices (two prims, emulating single sprite prim) return false; // TODO If GS_TRIANGLESTRIP draw, check that the draw is axis aligned if (m_vt.m_primclass == GS_SPRITE_CLASS && (PRIM->PRIM != GS_SPRITE || m_vertex.tail != 2)) // If sprite class, sprite draw with 2 vertices (one prim) return false; if (m_context->DepthRead() || m_context->DepthWrite()) // No depth handling return false; if (m_context->FRAME.PSM != PSM_PSMCT32) // Frame buffer format is 32 bit color return false; if (PRIM->TME) { // Texture mapping enabled if (m_context->TEX0.PSM != PSM_PSMCT32) // Input texture format is 32 bit color return false; if (IsMipMapDraw()) // No mipmapping return false; if (abs(m_vt.m_min.t.x) > SSR_UV_TOLERANCE || abs(m_vt.m_min.t.y) > SSR_UV_TOLERANCE) // No horizontal nor vertical offset return false; if (abs(m_vt.m_max.t.x - m_r.z) > SSR_UV_TOLERANCE || abs(m_vt.m_max.t.y - m_r.w) > SSR_UV_TOLERANCE) // No texture width or height mag/min return false; const int tw = 1 << m_context->TEX0.TW; const int th = 1 << m_context->TEX0.TH; if (m_vt.m_max.t.x > tw || m_vt.m_max.t.y > th) // No UV wrapping return false; } // The draw call is a good candidate for using the SwSpriteRender to replace the GPU draw // However, some draw attributes might not be supported yet by the SwSpriteRender, // so if any bug occurs in using it, enabling debug build would probably // make failing some of the assertions used in the SwSpriteRender to highlight its limitations. // In that case, either the condition can be added here to discard the draw, or the // SwSpriteRender can be improved by adding the missing features. return true; } template void GSRendererHW::RoundSpriteOffset() { //#define DEBUG_U //#define DEBUG_V #if defined(DEBUG_V) || defined(DEBUG_U) bool debug = linear; #endif size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; for(size_t i = 0; i < count; i += 2) { // Performance note: if it had any impact on perf, someone would port it to SSE (AKA GSVector) // Compute the coordinate of first and last texels (in native with a linear filtering) int ox = m_context->XYOFFSET.OFX; int X0 = v[i].XYZ.X - ox; int X1 = v[i+1].XYZ.X - ox; int Lx = (v[i+1].XYZ.X - v[i].XYZ.X); float ax0 = alpha0(Lx, X0, X1); float ax1 = alpha1(Lx, X0, X1); uint16 tx0 = Interpolate_UV(ax0, v[i].U, v[i+1].U); uint16 tx1 = Interpolate_UV(ax1, v[i].U, v[i+1].U); #ifdef DEBUG_U if (debug) { fprintf(stderr, "u0:%d and u1:%d\n", v[i].U, v[i+1].U); fprintf(stderr, "a0:%f and a1:%f\n", ax0, ax1); fprintf(stderr, "t0:%d and t1:%d\n", tx0, tx1); } #endif int oy = m_context->XYOFFSET.OFY; int Y0 = v[i].XYZ.Y - oy; int Y1 = v[i+1].XYZ.Y - oy; int Ly = (v[i+1].XYZ.Y - v[i].XYZ.Y); float ay0 = alpha0(Ly, Y0, Y1); float ay1 = alpha1(Ly, Y0, Y1); uint16 ty0 = Interpolate_UV(ay0, v[i].V, v[i+1].V); uint16 ty1 = Interpolate_UV(ay1, v[i].V, v[i+1].V); #ifdef DEBUG_V if (debug) { fprintf(stderr, "v0:%d and v1:%d\n", v[i].V, v[i+1].V); fprintf(stderr, "a0:%f and a1:%f\n", ay0, ay1); fprintf(stderr, "t0:%d and t1:%d\n", ty0, ty1); } #endif #ifdef DEBUG_U if (debug) fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].U, v[i+1].U); #endif #ifdef DEBUG_V if (debug) fprintf(stderr, "GREP_BEFORE %d => %d\n", v[i].V, v[i+1].V); #endif #if 1 // Use rounded value of the newly computed texture coordinate. It ensures // that sampling will remains inside texture boundary // // Note for bilinear: by definition it will never work correctly! A sligh modification // of interpolation migth trigger a discard (with alpha testing) // Let's use something simple that correct really bad case (for a couple of 2D games). // I hope it won't create too much glitches. if (linear) { int Lu = v[i+1].U - v[i].U; // Note 32 is based on taisho-mononoke if ((Lu > 0) && (Lu <= (Lx+32))) { v[i+1].U -= 8; } } else { if (tx0 <= tx1) { v[i].U = tx0; v[i+1].U = tx1 + 16; } else { v[i].U = tx0 + 15; v[i+1].U = tx1; } } #endif #if 1 if (linear) { int Lv = v[i+1].V - v[i].V; if ((Lv > 0) && (Lv <= (Ly+32))) { v[i+1].V -= 8; } } else { if (ty0 <= ty1) { v[i].V = ty0; v[i+1].V = ty1 + 16; } else { v[i].V = ty0 + 15; v[i+1].V = ty1; } } #endif #ifdef DEBUG_U if (debug) fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].U, v[i+1].U); #endif #ifdef DEBUG_V if (debug) fprintf(stderr, "GREP_AFTER %d => %d\n\n", v[i].V, v[i+1].V); #endif } } void GSRendererHW::Draw() { if(m_dev->IsLost() || IsBadFrame()) { GL_INS("Warning skipping a draw call (%d)", s_n); return; } GL_PUSH("HW Draw %d", s_n); GSDrawingEnvironment& env = m_env; GSDrawingContext* context = m_context; const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; // Fix TEX0 size if(PRIM->TME && !IsMipMapActive()) m_context->ComputeFixedTEX0(m_vt.m_min.t.xyxy(m_vt.m_max.t)); // skip alpha test if possible // Note: do it first so we know if frame/depth writes are masked GIFRegTEST TEST = context->TEST; GIFRegFRAME FRAME = context->FRAME; GIFRegZBUF ZBUF = context->ZBUF; uint32 fm = context->FRAME.FBMSK; uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0; // Note required to compute TryAlphaTest below. So do it now. if (PRIM->TME && tex_psm.pal > 0) m_mem.m_clut.Read32(context->TEX0, env.TEXA); // Test if we can optimize Alpha Test as a NOP context->TEST.ATE = context->TEST.ATE && !GSRenderer::TryAlphaTest(fm, zm); context->FRAME.FBMSK = fm; context->ZBUF.ZMSK = zm != 0; // It is allowed to use the depth and rt at the same location. However at least 1 must // be disabled. Or the written value must be the same on both channels. // 1/ GoW uses a Cd blending on a 24 bits buffer (no alpha) // 2/ SuperMan really draws (0,0,0,0) color and a (0) 32-bits depth // 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth // Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0 const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1)); const bool no_ds = !no_rt && ( // Depth is always pass/fail (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer => a depth/stencil buffer) (zm != 0 && m_context->TEST.ZTST <= ZTST_ALWAYS && !m_context->TEST.DATE) || // Depth will be written through the RT (context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && zm == 0 && fm == 0 && context->TEST.ZTE) ); const bool draw_sprite_tex = PRIM->TME && (m_vt.m_primclass == GS_SPRITE_CLASS); const GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p; bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 64.0f); if (m_channel_shuffle) { m_channel_shuffle = draw_sprite_tex && (m_context->TEX0.PSM == PSM_PSMT8) && single_page; if (m_channel_shuffle) { GL_CACHE("Channel shuffle effect detected SKIP"); return; } } else if (draw_sprite_tex && m_context->FRAME.Block() == m_context->TEX0.TBP0) { // Special post-processing effect if ((m_context->TEX0.PSM == PSM_PSMT8) && single_page) { GL_INS("Channel shuffle effect detected"); m_channel_shuffle = true; } else { GL_DBG("Special post-processing effect not supported"); m_channel_shuffle = false; } } else { m_channel_shuffle = false; } GIFRegTEX0 TEX0; TEX0.TBP0 = context->FRAME.Block(); TEX0.TBW = context->FRAME.FBW; TEX0.PSM = context->FRAME.PSM; GSTextureCache::Target* rt = NULL; GSTexture* rt_tex = NULL; if (!no_rt) { rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true, fm); rt_tex = rt->m_texture; } TEX0.TBP0 = context->ZBUF.Block(); TEX0.TBW = context->FRAME.FBW; TEX0.PSM = context->ZBUF.PSM; GSTextureCache::Target* ds = NULL; GSTexture* ds_tex = NULL; if (!no_ds) { ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, context->DepthWrite()); ds_tex = ds->m_texture; } m_src = nullptr; m_texture_shuffle = false; if(PRIM->TME) { GIFRegCLAMP MIP_CLAMP = context->CLAMP; int mxl = std::min((int)m_context->TEX1.MXL, 6); m_lod = GSVector2i(0, 0); // Code from the SW renderer if (IsMipMapActive()) { int interpolation = (context->TEX1.MMIN & 1) + 1; // 1: round, 2: tri int k = (m_context->TEX1.K + 8) >> 4; int lcm = m_context->TEX1.LCM; if ((int)m_vt.m_lod.x >= mxl) { k = mxl; // set lod to max level lcm = 1; // constant lod } if (PRIM->FST) { ASSERT(lcm == 1); ASSERT(((m_vt.m_min.t.uph(m_vt.m_max.t) == GSVector4::zero()).mask() & 3) == 3); // ratchet and clank (menu) lcm = 1; } if (lcm == 1) { m_lod.x = std::max(k, 0); m_lod.y = m_lod.x; } else { // Not constant but who care ! if (interpolation == 2) { // Mipmap Linear. Both layers are sampled, only take the big one m_lod.x = std::max((int)floor(m_vt.m_lod.x), 0); } else { // On GS lod is a fixed float number 7:4 (4 bit for the frac part) #if 0 m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625), 0); #else // Same as above with a bigger margin on rounding // The goal is to avoid 1 undrawn pixels around the edge which trigger the load of the big // layer. if (ceil(m_vt.m_lod.x) < m_vt.m_lod.y) m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625 + 0.01), 0); else m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625), 0); #endif } m_lod.y = std::max((int)ceil(m_vt.m_lod.y), 0); } m_lod.x = std::min(m_lod.x, mxl); m_lod.y = std::min(m_lod.y, mxl); TEX0 = GetTex0Layer(m_lod.x); MIP_CLAMP.MINU >>= m_lod.x; MIP_CLAMP.MINV >>= m_lod.x; MIP_CLAMP.MAXU >>= m_lod.x; MIP_CLAMP.MAXV >>= m_lod.x; for (int i = 0; i < m_lod.x; i++) { m_vt.m_min.t *= 0.5f; m_vt.m_max.t *= 0.5f; } GL_CACHE("Mipmap LOD %d %d (%f %f) new size %dx%d (K %d L %u)", m_lod.x, m_lod.y, m_vt.m_lod.x, m_vt.m_lod.y, 1 << TEX0.TW, 1 << TEX0.TH, m_context->TEX1.K, m_context->TEX1.L); } else { TEX0 = GetTex0Layer(0); } m_context->offset.tex = m_mem.GetOffset(TEX0.TBP0, TEX0.TBW, TEX0.PSM); GSVector4i r; GetTextureMinMax(r, TEX0, MIP_CLAMP, m_vt.IsLinear()); m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, r) : m_tc->LookupSource(TEX0, env.TEXA, r); // Round 2 if (IsMipMapActive() && m_mipmap == 2 && !tex_psm.depth) { // Upload remaining texture layers GSVector4 tmin = m_vt.m_min.t; GSVector4 tmax = m_vt.m_max.t; for (int layer = m_lod.x + 1; layer <= m_lod.y; layer++) { const GIFRegTEX0& MIP_TEX0 = GetTex0Layer(layer); m_context->offset.tex = m_mem.GetOffset(MIP_TEX0.TBP0, MIP_TEX0.TBW, MIP_TEX0.PSM); MIP_CLAMP.MINU >>= 1; MIP_CLAMP.MINV >>= 1; MIP_CLAMP.MAXU >>= 1; MIP_CLAMP.MAXV >>= 1; m_vt.m_min.t *= 0.5f; m_vt.m_max.t *= 0.5f; GetTextureMinMax(r, MIP_TEX0, MIP_CLAMP, m_vt.IsLinear()); m_src->UpdateLayer(MIP_TEX0, r, layer - m_lod.x); } m_vt.m_min.t = tmin; m_vt.m_max.t = tmax; } // Hypothesis: texture shuffle is used as a postprocessing effect so texture will be an old target. // Initially code also tested the RT but it gives too much false-positive // // Both input and output are 16 bits and texture was initially 32 bits! m_texture_shuffle = (GSLocalMemory::m_psm[context->FRAME.PSM].bpp == 16) && (tex_psm.bpp == 16) && draw_sprite_tex && m_src->m_32_bits_fmt; // Okami mustn't call this code if (m_texture_shuffle && m_vertex.next < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) { // Avious dubious call to m_texture_shuffle on 16 bits games // The pattern is severals column of 8 pixels. A single sprite // smell fishy but a big sprite is wrong. // Shadow of Memories/Destiny shouldn't call this code. // Causes shadow flickering. GSVertex* v = &m_vertex.buff[0]; m_texture_shuffle = ((v[1].U - v[0].U) < 256) || // Tomb Raider Angel of Darkness relies on this behavior to produce a fog effect. // In this case, the address of the framebuffer and texture are the same. // The game will take RG => BA and then the BA => RG of next pixels. // However, only RG => BA needs to be emulated because RG isn't used. m_context->FRAME.Block() == m_context->TEX0.TBP0 || // DMC3, Onimusha 3 rely on this behavior. // They do fullscreen rectangle with scissor, then shift by 8 pixels, not done with recursion. // So we check if it's a TS effect by checking the scissor. ((m_context->SCISSOR.SCAX1 - m_context->SCISSOR.SCAX0) < 32); GL_INS("WARNING: Possible misdetection of effect, texture shuffle is %s", m_texture_shuffle ? "Enabled" : "Disabled"); } // Texture shuffle is not yet supported with strange clamp mode ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3)); if (m_src->m_target && m_context->TEX0.PSM == PSM_PSMT8 && single_page && draw_sprite_tex) { GL_INS("Channel shuffle effect detected (2nd shot)"); m_channel_shuffle = true; } else { m_channel_shuffle = false; } } if (rt) { // Be sure texture shuffle detection is properly propagated // Otherwise set or clear the flag (Code in texture cache only set the flag) // Note: it is important to clear the flag when RT is used as a real 16 bits target. rt->m_32_bits_fmt = m_texture_shuffle || (GSLocalMemory::m_psm[context->FRAME.PSM].bpp != 16); } if(s_dump) { uint64 frame = m_perfmon.GetFrame(); std::string s; if (s_n >= s_saven) { // Dump Register state s = format("%05d_context.txt", s_n); m_env.Dump(m_dump_root+s); m_context->Dump(m_dump_root+s); } if(s_savet && s_n >= s_saven && m_src) { s = format("%05d_f%lld_itex_%05x_%s_%d%d_%02x_%02x_%02x_%02x.dds", s_n, frame, (int)context->TEX0.TBP0, psm_str(context->TEX0.PSM), (int)context->CLAMP.WMS, (int)context->CLAMP.WMT, (int)context->CLAMP.MINU, (int)context->CLAMP.MAXU, (int)context->CLAMP.MINV, (int)context->CLAMP.MAXV); m_src->m_texture->Save(m_dump_root+s); if(m_src->m_palette) { s = format("%05d_f%lld_itpx_%05x_%s.dds", s_n, frame, context->TEX0.CBP, psm_str(context->TEX0.CPSM)); m_src->m_palette->Save(m_dump_root+s); } } if(s_save && s_n >= s_saven) { s = format("%05d_f%lld_rt0_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM)); if (rt) rt->m_texture->Save(m_dump_root+s); } if(s_savez && s_n >= s_saven) { s = format("%05d_f%lld_rz0_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM)); if (ds_tex) ds_tex->Save(m_dump_root+s); } } // The rectangle of the draw m_r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(context->scissor.in)); if(m_hacks.m_oi && !(this->*m_hacks.m_oi)(rt_tex, ds_tex, m_src)) { GL_INS("Warning skipping a draw call (%d)", s_n); return; } if (!OI_BlitFMV(rt, m_src, m_r)) { GL_INS("Warning skipping a draw call (%d)", s_n); return; } if (m_userhacks_enabled_gs_mem_clear) { // Constant Direct Write without texture/test/blending (aka a GS mem clear) if ((m_vt.m_primclass == GS_SPRITE_CLASS) && !PRIM->TME // Direct write && (!PRIM->ABE || m_context->ALPHA.IsOpaque()) // No transparency && (m_context->FRAME.FBMSK == 0) // no color mask && !m_context->TEST.ATE // no alpha test && (!m_context->TEST.ZTE || m_context->TEST.ZTST == ZTST_ALWAYS) // no depth test && (m_vt.m_eq.rgba == 0xFFFF) // constant color write && m_r.x == 0 && m_r.y == 0) { // Likely full buffer write OI_GsMemClear(); OI_DoubleHalfClear(rt_tex, ds_tex); } } // A couple of hack to avoid upscaling issue. So far it seems to impacts mostly sprite // Note: first hack corrects both position and texture coordinate // Note: second hack corrects only the texture coordinate if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) { size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; // Hack to avoid vertical black line in various games (ace combat/tekken) if (m_userhacks_align_sprite_X) { // Note for performance reason I do the check only once on the first // primitive int win_position = v[1].XYZ.X - context->XYOFFSET.OFX; const bool unaligned_position = ((win_position & 0xF) == 8); const bool unaligned_texture = ((v[1].U & 0xF) == 0) && PRIM->FST; // I'm not sure this check is useful const bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X); if (hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST)) { // Normaly vertex are aligned on full pixels and texture in half // pixels. Let's extend the coverage of an half-pixel to avoid // hole after upscaling for(size_t i = 0; i < count; i += 2) { v[i+1].XYZ.X += 8; // I really don't know if it is a good idea. Neither what to do for !PRIM->FST if (unaligned_texture) v[i+1].U += 8; } } } // Noting to do if no texture is sampled if (PRIM->FST && draw_sprite_tex) { if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) { if (m_vt.IsLinear()) RoundSpriteOffset(); else RoundSpriteOffset(); } } else { ; // vertical line in Yakuza (note check m_userhacks_align_sprite_X behavior) } } // DrawPrims(rt_tex, ds_tex, m_src); // context->TEST = TEST; context->FRAME = FRAME; context->ZBUF = ZBUF; // // Help to detect rendering outside of the framebuffer #if _DEBUG if (m_upscale_multiplier * m_r.z > m_width) { GL_INS("ERROR: RT width is too small only %d but require %d", m_width, m_upscale_multiplier * m_r.z); } if (m_upscale_multiplier * m_r.w > m_height) { GL_INS("ERROR: RT height is too small only %d but require %d", m_height, m_upscale_multiplier * m_r.w); } #endif if(fm != 0xffffffff && rt) { //rt->m_valid = rt->m_valid.runion(r); rt->UpdateValidity(m_r); m_tc->InvalidateVideoMem(context->offset.fb, m_r, false); m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->FRAME.Block()); } if(zm != 0xffffffff && ds) { //ds->m_valid = ds->m_valid.runion(r); ds->UpdateValidity(m_r); m_tc->InvalidateVideoMem(context->offset.zb, m_r, false); m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->ZBUF.Block()); } // if(m_hacks.m_oo) { (this->*m_hacks.m_oo)(); } if(s_dump) { uint64 frame = m_perfmon.GetFrame(); std::string s; if(s_save && s_n >= s_saven) { s = format("%05d_f%lld_rt1_%05x_%s.bmp", s_n, frame, context->FRAME.Block(), psm_str(context->FRAME.PSM)); if (rt) rt->m_texture->Save(m_dump_root+s); } if(s_savez && s_n >= s_saven) { s = format("%05d_f%lld_rz1_%05x_%s.bmp", s_n, frame, context->ZBUF.Block(), psm_str(context->ZBUF.PSM)); if (ds_tex) ds_tex->Save(m_dump_root+s); } if(s_savel > 0 && (s_n - s_saven) > s_savel) { s_dump = 0; } } #ifdef DISABLE_HW_TEXTURE_CACHE if (rt) m_tc->Read(rt, m_r); #endif } // hacks GSRendererHW::Hacks::Hacks() : m_oi_map(m_oi_list) , m_oo_map(m_oo_list) , m_cu_map(m_cu_list) , m_oi(NULL) , m_oo(NULL) , m_cu(NULL) { m_oi_list.push_back(HackEntry(CRC::BigMuthaTruckers, CRC::RegionCount, &GSRendererHW::OI_BigMuthaTruckers)); m_oi_list.push_back(HackEntry(CRC::DBZBT2, CRC::RegionCount, &GSRendererHW::OI_DBZBTGames)); m_oi_list.push_back(HackEntry(CRC::DBZBT3, CRC::RegionCount, &GSRendererHW::OI_DBZBTGames)); m_oi_list.push_back(HackEntry(CRC::FFXII, CRC::EU, &GSRendererHW::OI_FFXII)); m_oi_list.push_back(HackEntry(CRC::FFX, CRC::RegionCount, &GSRendererHW::OI_FFX)); m_oi_list.push_back(HackEntry(CRC::MetalSlug6, CRC::RegionCount, &GSRendererHW::OI_MetalSlug6)); m_oi_list.push_back(HackEntry(CRC::RozenMaidenGebetGarden, CRC::RegionCount, &GSRendererHW::OI_RozenMaidenGebetGarden)); m_oi_list.push_back(HackEntry(CRC::SonicUnleashed, CRC::RegionCount, &GSRendererHW::OI_SonicUnleashed)); m_oi_list.push_back(HackEntry(CRC::StarWarsForceUnleashed, CRC::RegionCount, &GSRendererHW::OI_StarWarsForceUnleashed)); m_oi_list.push_back(HackEntry(CRC::SuperManReturns, CRC::RegionCount, &GSRendererHW::OI_SuperManReturns)); m_oi_list.push_back(HackEntry(CRC::ArTonelico2, CRC::RegionCount, &GSRendererHW::OI_ArTonelico2)); m_oi_list.push_back(HackEntry(CRC::Jak2, CRC::RegionCount, &GSRendererHW::OI_JakGames)); m_oi_list.push_back(HackEntry(CRC::Jak3, CRC::RegionCount, &GSRendererHW::OI_JakGames)); m_oi_list.push_back(HackEntry(CRC::JakX, CRC::RegionCount, &GSRendererHW::OI_JakGames)); m_oo_list.push_back(HackEntry(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::OO_MajokkoALaMode2)); m_cu_list.push_back(HackEntry(CRC::MajokkoALaMode2, CRC::RegionCount, &GSRendererHW::CU_MajokkoALaMode2)); m_cu_list.push_back(HackEntry(CRC::TalesOfAbyss, CRC::RegionCount, &GSRendererHW::CU_TalesOfAbyss)); } void GSRendererHW::Hacks::SetGameCRC(const CRC::Game& game) { uint32 hash = (uint32)((game.region << 24) | game.title); m_oi = m_oi_map[hash]; m_oo = m_oo_map[hash]; m_cu = m_cu_map[hash]; if (game.flags & CRC::PointListPalette) { ASSERT(m_oi == NULL); m_oi = &GSRendererHW::OI_PointListPalette; } } // Trick to do a fast clear on the GS // Set frame buffer pointer on the start of the buffer. Set depth buffer pointer on the half buffer // FB + depth write will fill the full buffer. void GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds) { // Note gs mem clear must be tested before calling this function // Limit further to unmask Z write if (!m_context->ZBUF.ZMSK && rt && ds) { const GSVertex* v = &m_vertex.buff[0]; const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM]; //const GSLocalMemory::psm_t& depth_psm = GSLocalMemory::m_psm[m_context->ZBUF.PSM]; // Z and color must be constant and the same if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || v[1].XYZ.Z != v[1].RGBAQ.u32[0]) return; // Format doesn't have the same size. It smells fishy (xmen...) //if (frame_psm.trbpp != depth_psm.trbpp) // return; // Size of the current draw uint32 w_pages = static_cast(roundf(m_vt.m_max.p.x / frame_psm.pgs.x)); uint32 h_pages = static_cast(roundf(m_vt.m_max.p.y / frame_psm.pgs.y)); uint32 written_pages = w_pages * h_pages; // Frame and depth pointer can be inverted uint32 base; uint32 half; if (m_context->FRAME.FBP > m_context->ZBUF.ZBP) { base = m_context->ZBUF.ZBP; half = m_context->FRAME.FBP; } else { base = m_context->FRAME.FBP; half = m_context->ZBUF.ZBP; } // If both buffers are side by side we can expect a fast clear in on-going if (half <= (base + written_pages)) { uint32 color = v[1].RGBAQ.u32[0]; bool clear_depth = (m_context->FRAME.FBP > m_context->ZBUF.ZBP); GL_INS("OI_DoubleHalfClear:%s: base %x half %x. w_pages %d h_pages %d fbw %d. Color %x", clear_depth ? "depth" : "target", base << 5, half << 5, w_pages, h_pages, m_context->FRAME.FBW, color); // Commit texture with a factor 2 on the height GSTexture* t = clear_depth ? ds : rt; GSVector4i commitRect = ComputeBoundingBox(t->GetScale(), t->GetSize()); t->CommitRegion(GSVector2i(commitRect.z, 2 * commitRect.w)); if (clear_depth) { // Only pure clear are supported for depth ASSERT(color == 0); m_dev->ClearDepth(t); } else { m_dev->ClearRenderTarget(t, color); } } } } // Note: hack is safe, but it could impact the perf a little (normally games do only a couple of clear by frame) void GSRendererHW::OI_GsMemClear() { // Note gs mem clear must be tested before calling this function // Limit it further to a full screen 0 write if ((m_vertex.next == 2) && m_vt.m_min.c.eq(GSVector4i(0))) { GSOffset* off = m_context->offset.fb; GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in)); // Limit the hack to a single fullscreen clear. Some games might use severals column to clear a screen // but hopefully it will be enough. if (r.width() <= 128 || r.height() <= 128) return; GL_INS("OI_GsMemClear (%d,%d => %d,%d)", r.x, r.y, r.z, r.w); int format = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; // FIXME: loop can likely be optimized with AVX/SSE. Pixels aren't // linear but the value will be done for all pixels of a block. // FIXME: maybe we could limit the write to the top and bottom row page. if (format == 0) { // Based on WritePixel32 for(int y = r.top; y < r.bottom; y++) { uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]]; int* RESTRICT col = off->pixel.col[0]; for(int x = r.left; x < r.right; x++) { d[col[x]] = 0; // Here the constant color } } } else if (format == 1) { // Based on WritePixel24 for(int y = r.top; y < r.bottom; y++) { uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]]; int* RESTRICT col = off->pixel.col[0]; for(int x = r.left; x < r.right; x++) { d[col[x]] &= 0xff000000; // Clear the color } } } else if (format == 2) { ; // Hack is used for FMV which are likely 24/32 bits. Let's keep the for reference #if 0 // Based on WritePixel16 for(int y = r.top; y < r.bottom; y++) { uint32* RESTRICT d = &m_mem.m_vm16[off->pixel.row[y]]; int* RESTRICT col = off->pixel.col[0]; for(int x = r.left; x < r.right; x++) { d[col[x]] = 0; // Here the constant color } } #endif } } } bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Source* tex, const GSVector4i& r_draw) { if (r_draw.w > 1024 && (m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && PRIM->TME && !PRIM->ABE && tex && !tex->m_target && m_context->TEX0.TBW > 0) { GL_PUSH("OI_BlitFMV"); GL_INS("OI_BlitFMV"); // The draw is done past the RT at the location of the texture. To avoid various upscaling mess // We will blit the data from the top to the bottom of the texture manually. // Expected memory representation // ----------------------------------------------------------------- // RT (2 half frame) // ----------------------------------------------------------------- // Top of Texture (full height frame) // // Bottom of Texture (half height frame, will be the copy of Top texture after the draw) // ----------------------------------------------------------------- // sRect is the top of texture int tw = (int)(1 << m_context->TEX0.TW); int th = (int)(1 << m_context->TEX0.TH); GSVector4 sRect; sRect.x = m_vt.m_min.t.x / tw; sRect.y = m_vt.m_min.t.y / th; sRect.z = m_vt.m_max.t.x / tw; sRect.w = m_vt.m_max.t.y / th; // Compute the Bottom of texture rectangle ASSERT(m_context->TEX0.TBP0 > m_context->FRAME.Block()); int offset = (m_context->TEX0.TBP0 - m_context->FRAME.Block()) / m_context->TEX0.TBW; GSVector4i r_texture(r_draw); r_texture.y -= offset; r_texture.w -= offset; GSVector4 dRect(r_texture); // Do the blit. With a Copy mess to avoid issue with limited API (dx) // m_dev->StretchRect(tex->m_texture, sRect, tex->m_texture, dRect); GSVector4i r_full(0, 0, tw, th); if (GSTexture* rt = m_dev->CreateRenderTarget(tw, th)) { m_dev->CopyRect(tex->m_texture, rt, r_full); m_dev->StretchRect(tex->m_texture, sRect, rt, dRect); m_dev->CopyRect(rt, tex->m_texture, r_full); m_dev->Recycle(rt); } // Copy back the texture into the GS mem. I don't know why but it will be // reuploaded again later m_tc->Read(tex, r_texture); m_tc->InvalidateVideoMemSubTarget(_rt); return false; // skip current draw } // Nothing to see keep going return true; } // OI (others input?/implementation?) hacks replace current draw call bool GSRendererHW::OI_BigMuthaTruckers(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { // Rendering pattern: // CRTC frontbuffer at 0x0 is interlaced (half vertical resolution), // game needs to do a depth effect (so green channel to alpha), // but there is a vram limitation so green is pushed into the alpha channel of the CRCT buffer, // vertical resolution is half so only half is processed at once // We, however, don't have this limitation so we'll replace the draw with a full-screen TS. GIFRegTEX0 Texture = m_context->TEX0; GIFRegTEX0 Frame; Frame.TBW = m_context->FRAME.FBW; Frame.TBP0 = m_context->FRAME.FBP; Frame.TBP0 = m_context->FRAME.Block(); if (PRIM->TME && Frame.TBW == 10 && Texture.TBW == 10 && Frame.TBP0 == 0x00a00 && Texture.PSM == PSM_PSMT8H && (m_r.y == 256 || m_r.y == 224)) { // 224 ntsc, 256 pal. GL_INS("OI_BigMuthaTruckers half bottom offset"); size_t count = m_vertex.next; GSVertex* v = &m_vertex.buff[0]; const uint16 offset = (uint16)m_r.y * 16; for (size_t i = 0; i < count; i++) v[i].V += offset; } return true; } bool GSRendererHW::OI_DBZBTGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { if (t && t->m_from_target) // Avoid slow framebuffer readback return true; // Sprite rendering if (!CanUseSwSpriteRender(true)) return true; SwSpriteRender(); return false; // Skip current draw } bool GSRendererHW::OI_FFXII(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { static uint32* video = NULL; static size_t lines = 0; if(lines == 0) { if(m_vt.m_primclass == GS_LINE_CLASS && (m_vertex.next == 448 * 2 || m_vertex.next == 512 * 2)) { lines = m_vertex.next / 2; } } else { if(m_vt.m_primclass == GS_POINT_CLASS) { if(m_vertex.next >= 16 * 512) { // incoming pixels are stored in columns, one column is 16x512, total res 448x512 or 448x454 if(!video) video = new uint32[512 * 512]; int ox = m_context->XYOFFSET.OFX - 8; int oy = m_context->XYOFFSET.OFY - 8; const GSVertex* RESTRICT v = m_vertex.buff; for(int i = (int)m_vertex.next; i > 0; i--, v++) { int x = (v->XYZ.X - ox) >> 4; int y = (v->XYZ.Y - oy) >> 4; if (x < 0 || x >= 448 || y < 0 || y >= (int)lines) return false; // le sigh video[(y << 8) + (y << 7) + (y << 6) + x] = v->RGBAQ.u32[0]; } return false; } else { lines = 0; } } else if(m_vt.m_primclass == GS_LINE_CLASS) { if(m_vertex.next == lines * 2) { // normally, this step would copy the video onto screen with 512 texture mapped horizontal lines, // but we use the stored video data to create a new texture, and replace the lines with two triangles m_dev->Recycle(t->m_texture); t->m_texture = m_dev->CreateTexture(512, 512); t->m_texture->Update(GSVector4i(0, 0, 448, lines), video, 448 * 4); m_vertex.buff[2] = m_vertex.buff[m_vertex.next - 2]; m_vertex.buff[3] = m_vertex.buff[m_vertex.next - 1]; m_index.buff[0] = 0; m_index.buff[1] = 1; m_index.buff[2] = 2; m_index.buff[3] = 1; m_index.buff[4] = 2; m_index.buff[5] = 3; m_vertex.head = m_vertex.tail = m_vertex.next = 4; m_index.tail = 6; m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, GS_TRIANGLE_CLASS); } else { lines = 0; } } } return true; } bool GSRendererHW::OI_FFX(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { uint32 FBP = m_context->FRAME.Block(); uint32 ZBP = m_context->ZBUF.Block(); uint32 TBP = m_context->TEX0.TBP0; if((FBP == 0x00d00 || FBP == 0x00000) && ZBP == 0x02100 && PRIM->TME && TBP == 0x01a00 && m_context->TEX0.PSM == PSM_PSMCT16S) { // random battle transition (z buffer written directly, clear it now) GL_INS("OI_FFX ZB clear"); if(ds) ds->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(ds); } return true; } bool GSRendererHW::OI_MetalSlug6(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { // missing red channel fix (looks alright in pcsx2 r5000+) GSVertex* RESTRICT v = m_vertex.buff; for(int i = (int)m_vertex.next; i > 0; i--, v++) { uint32 c = v->RGBAQ.u32[0]; uint32 r = (c >> 0) & 0xff; uint32 g = (c >> 8) & 0xff; uint32 b = (c >> 16) & 0xff; if(r == 0 && g != 0 && b != 0) { v->RGBAQ.u32[0] = (c & 0xffffff00) | ((g + b + 1) >> 1); } } m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail, m_index.tail, m_vt.m_primclass); return true; } bool GSRendererHW::OI_RozenMaidenGebetGarden(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { if(!PRIM->TME) { uint32 FBP = m_context->FRAME.Block(); uint32 ZBP = m_context->ZBUF.Block(); if(FBP == 0x008c0 && ZBP == 0x01a40) { // frame buffer clear, atst = fail, afail = write z only, z buffer points to frame buffer GIFRegTEX0 TEX0; TEX0.TBP0 = ZBP; TEX0.TBW = m_context->FRAME.FBW; TEX0.PSM = m_context->FRAME.PSM; if(GSTextureCache::Target* tmp_rt = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::RenderTarget, true)) { GL_INS("OI_RozenMaidenGebetGarden FB clear"); tmp_rt->m_texture->Commit(); // Don't bother to save few MB for a single game m_dev->ClearRenderTarget(tmp_rt->m_texture, 0); } return false; } else if(FBP == 0x00000 && m_context->ZBUF.Block() == 0x01180) { // z buffer clear, frame buffer now points to the z buffer (how can they be so clever?) GIFRegTEX0 TEX0; TEX0.TBP0 = FBP; TEX0.TBW = m_context->FRAME.FBW; TEX0.PSM = m_context->ZBUF.PSM; if(GSTextureCache::Target* tmp_ds = m_tc->LookupTarget(TEX0, m_width, m_height, GSTextureCache::DepthStencil, true)) { GL_INS("OI_RozenMaidenGebetGarden ZB clear"); tmp_ds->m_texture->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(tmp_ds->m_texture); } return false; } } return true; } bool GSRendererHW::OI_SonicUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { // Rendering pattern is: // Save RG channel with a kind of a TS (replaced by a copy in this hack), // compute shadow in RG, // save result in alpha with a TS, // Restore RG channel that we previously copied to render shadows. GIFRegTEX0 Texture = m_context->TEX0; GIFRegTEX0 Frame; Frame.TBW = m_context->FRAME.FBW; Frame.TBP0 = m_context->FRAME.FBP; Frame.TBP0 = m_context->FRAME.Block(); Frame.PSM = m_context->FRAME.PSM; if ((!PRIM->TME) || (GSLocalMemory::m_psm[Texture.PSM].bpp != 16) || (GSLocalMemory::m_psm[Frame.PSM].bpp != 16)) return true; if ((Texture.TBP0 == Frame.TBP0) || (Frame.TBW != 16 && Texture.TBW != 16)) return true; GL_INS("OI_SonicUnleashed replace draw by a copy"); GSTextureCache::Target* src = m_tc->LookupTarget(Texture, m_width, m_height, GSTextureCache::RenderTarget, true); GSVector2i size = rt->GetSize(); GSVector4 sRect(0, 0, 1, 1); GSVector4 dRect(0, 0, size.x, size.y); m_dev->StretchRect(src->m_texture, sRect, rt, dRect, true, true, true, false); return false; } bool GSRendererHW::OI_StarWarsForceUnleashed(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { uint32 FBP = m_context->FRAME.Block(); uint32 FPSM = m_context->FRAME.PSM; if(PRIM->TME) { if((FBP == 0x0 || FBP == 0x01180) && FPSM == PSM_PSMCT32 && (m_vt.m_eq.z && m_vt.m_max.p.z == 0)) { GL_INS("OI_StarWarsForceUnleashed FB clear"); if(ds) ds->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(ds); } } return true; } bool GSRendererHW::OI_PointListPalette(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { if(m_vt.m_primclass == GS_POINT_CLASS && !PRIM->TME) { uint32 FBP = m_context->FRAME.Block(); uint32 FBW = m_context->FRAME.FBW; if(FBP >= 0x03f40 && (FBP & 0x1f) == 0) { if(m_vertex.next == 16) { GSVertex* RESTRICT v = m_vertex.buff; for(int i = 0; i < 16; i++, v++) { uint32 c = v->RGBAQ.u32[0]; uint32 a = c >> 24; c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff); v->RGBAQ.u32[0] = c; m_mem.WritePixel32(i & 7, i >> 3, c, FBP, FBW); } m_mem.m_clut.Invalidate(); return false; } else if(m_vertex.next == 256) { GSVertex* RESTRICT v = m_vertex.buff; for(int i = 0; i < 256; i++, v++) { uint32 c = v->RGBAQ.u32[0]; uint32 a = c >> 24; c = (a >= 0x80 ? 0xff000000 : (a << 25)) | (c & 0x00ffffff); v->RGBAQ.u32[0] = c; m_mem.WritePixel32(i & 15, i >> 4, c, FBP, FBW); } m_mem.m_clut.Invalidate(); return false; } else { ASSERT(0); } } } return true; } bool GSRendererHW::OI_SuperManReturns(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { // Instead to use a fullscreen rectangle they use a 32 pixels, 4096 pixels with a FBW of 1. // Technically the FB wrap/overlap on itself... GSDrawingContext* ctx = m_context; #ifndef NDEBUG GSVertex* v = &m_vertex.buff[0]; #endif if (!(ctx->FRAME.FBP == ctx->ZBUF.ZBP && !PRIM->TME && !ctx->ZBUF.ZMSK && !ctx->FRAME.FBMSK && m_vt.m_eq.rgba == 0xFFFF)) return true; // Please kill those crazy devs! ASSERT(m_vertex.next == 2); ASSERT(m_vt.m_primclass == GS_SPRITE_CLASS); ASSERT((v->RGBAQ.A << 24 | v->RGBAQ.B << 16 | v->RGBAQ.G << 8 | v->RGBAQ.R) == (int)v->XYZ.Z); // Do a direct write if(rt) rt->Commit(); // Don't bother to save few MB for a single game m_dev->ClearRenderTarget(rt, GSVector4(m_vt.m_min.c)); m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, ctx->FRAME.Block()); GL_INS("OI_SuperManReturns"); return false; } bool GSRendererHW::OI_ArTonelico2(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { // world map clipping // // The bad draw call is a sprite rendering to clear the z buffer /* Depth buffer description * width is 10 pages * texture/scissor size is 640x448 * depth is 16 bits so it writes 70 (10w * 7h) pages of data. following draw calls will use the buffer as 6 pages width with a scissor test of 384x672. So the above texture can be seen as a * texture width: 6 pages * 64 pixels/page = 384 * texture height: 70/6 pages * 64 pixels/page =746 So as you can see the GS issue a write of 640x448 but actually it expects to clean a 384x746 area. Ideally the fix will transform the buffer to adapt the page width properly. */ GSVertex* v = &m_vertex.buff[0]; if (m_vertex.next == 2 && !PRIM->TME && m_context->FRAME.FBW == 10 && v->XYZ.Z == 0 && m_context->TEST.ZTST == ZTST_ALWAYS) { GL_INS("OI_ArTonelico2"); if(ds) ds->Commit(); // Don't bother to save few MB for a single game m_dev->ClearDepth(ds); } return true; } bool GSRendererHW::OI_JakGames(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* t) { if (!CanUseSwSpriteRender(false)) return true; // Render 16x16 palette via CPU. SwSpriteRender(); return false; // Skip current draw. } // OO (others output?) hacks: invalidate extra local memory after the draw call void GSRendererHW::OO_MajokkoALaMode2() { // palette readback uint32 FBP = m_context->FRAME.Block(); if(!PRIM->TME && FBP == 0x03f40) { GIFRegBITBLTBUF BITBLTBUF; BITBLTBUF.SBP = FBP; BITBLTBUF.SBW = 1; BITBLTBUF.SPSM = PSM_PSMCT32; InvalidateLocalMem(BITBLTBUF, GSVector4i(0, 0, 16, 16)); } } // Can Upscale hacks: disable upscaling for some draw calls bool GSRendererHW::CU_MajokkoALaMode2() { // palette should stay 16 x 16 uint32 FBP = m_context->FRAME.Block(); return FBP != 0x03f40; } bool GSRendererHW::CU_TalesOfAbyss() { // full image blur and brightening uint32 FBP = m_context->FRAME.Block(); return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0; }